cooley
///Keepin' it simple
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- Seen Dec 5, 2014
Here is a tutorial on how to script, Skeetendo showed me how to do it, so now I'm sharing with everyone. If I missed anything, please Tell me.
******************
What You Will Need
******************
1. Hex Editor(Preferably Translhextion)
2. Gold Map 1.6
3. Tauwasser's Scripting Compendium
4. Pokémon Gold or Silver Rom
5. Pointer Calculator
6. Windows Calculator(Start>All Programs>Accesories>Calculator)
***************
First you Pick which person to edit. We will edit the fat guy in New bark town, so go in Goldmap and double-click New bark town, and the "Map Properties" Will come up. Go to the events data offset and it should be: $120366. Now we open our Hex Editor and we go to this address. This takes us to the start of the actual event data for the map. Now we scroll down until we find a blank space after the data that is already in this bank. The blank space starts at 0x1225A0.
Now that we have found our blank space, we have some room to insert our script. For our script I will make the Fat guy display Simple Text. Our SCript should look like:
6A 47 4C xx xx 53 49 90
You can Type "00" for the x's for now. Now, after you have typed the script, you can go to the byte after 90 Which should be 0x1225A8, and Write Text, BUT! before you go crazy writing text, make sure you start it with 00.
Example:
00 87 A4 AB AB AE E7 - This text will say "Hello!" But it is wrong.
00 87 A4 AB AB AE E7 57 00 - This is correct, always end the text with 57 00, so the game knows the text has been ended, if you don't you will Get a message that says "1df-" or "2df-".
Ok, so far we have our script and text, now what? Now you fill in those 00's for the text pointer. To get the pointer use Scizz's A-point to calculate it. All you do is type the offset (0x1225A8) and hit Calculate pointer. (make sure the "Offset in Pointer" is checked). You should get 48A865 as the pointer. take the last four digits (A865) and put it in the script. It should now look like this:
6A 47 4C A8 65 53 49 90 00 87 A4 AB AB AE E7 57 00 (Underline is the text)
Before you save it, Calculate the pointer of where the script starts (0x1225A0) and write it down.
Click save. All right, the script is in the game. Now we need to assign it to someone.
The pointer you wrote down, You will now need it. Open up Calculator in accessories, and click on the "Hex" bullet. Type in the first byte of the 4 digit pointer( 1 byte = 2 digits) type in A0 , then click on the "Dec" Bullet and you get "160". Do the same for the second byte, type in 65 and get 101.
Now Reload your Rom in A-map....Just kidding. Reload it in Goldmap, goto Events Tab, then click on the fat guy. His info should pop up. Where it says Text Block Type in "160" And where it says Text bank, type in "101".
Hit Save and test it. If you did it wrong, then you either don't get any text at all, or get a "1Df-" message.
You have learned how to script in hex, For GOLD version! Spread the news, and get more people into hacking gold.
******************
Examples:
******************
Note: ALL numbers are in Hexadecimal!!!! 10 = 0A
Note2: For Giveitem, and givepokemon, the numbers are in hexadecimal also! Pikachu = 19 not 25
Note3: I am trying to make a tool for these commands, the tool will be able to compile scripts to the ROM too!
Note4: For giveitem and givepokemon refer to the Item and Pokemon list
---------------------------------------------------------
Tutorial:
REGULAR TALK
6A 47 4C xx xx 53 49 90
Faceplayer, then open text box and writes the text from the pointer. Then close text box.
EMOTICON
6A 73 zz 74 00 zz xx 90
00 = Emoticon no. zz = Person no(add 1 to it. person is 2 add 1 and is 3) xx = Time in hex, 10 is 0A.
YES/NO
6A 47 4C xx xx 54 4E 09 xx xx 4C xx xx 53 49 90
Ok, the 54 means to keep a text box open, so that a Yes/no box(4E) comes up. 09 xx xx means that if it is yes, then go to the pointer xx xx, If no then the script continues, in this case, Text comes up and says "Fine Then" You don't need to put another 47 4C because the text box was already open so you just need to load new text from a new pointer. Btw, 08 xx xx = If no then goto (pointer), and 09 xx xx = If yes then goto (pointer). You Do NOT NEED BOTH!
MOVEMENTS
6A 47 4C xx xx 53 49 69 xx xx 90
Ok, New codes here. 69 is the movement of the talked-to person, and 68 is movement for any person but you have to put people no.
the command 69 requires a 2 byte pointer to the movement data and the movements are below. After you've pointed to the movements, end the movements with a 47 command. Ok, so you talk to someone, then they tell you something, and then the move around, yay! You made a movement script!
DEALING WITH FLAGS
31 10 00 09 yy yy 47 4C xx xx 53 49 33 10 00 90
All this is is another way to make things NEVER repeat twice, and it has some advantages too. After a flag is set, you can activate other events by checking if an Event has been activated before. (ie. You can't leave if you don't have a pokemon, you can when you do. This is by Flags. Not really, but it is an example) Flags can also make people disappear and stay like that (ie. Found an Item) The way I'm using it is if the flag hasn't been used then display some text. If it has then goto different text (ie. yy yy)
Explanation:
31 = Check for flag
'requires 2 bytes which are the flag numbers
09 = Ram Check [2]
' 09 means "if yes" and 08 means "If no"
33 = Set a flag
'requires 2 bytes which are the flag numbers
90 = End script
'No parameters required
xx xx = Pointer to another script
10 00 = Flag ID you can use an flag you wish, but the numbers are reverse hex. 0010 = 1000 in-game. 1000 = 0010 in-game, etc.
GIVEPOKEMON
[2D][PKMN][PKMNlvl][PKMNitem][TRAINER]
Gives a Bulbasaur with no item on level 5.
[TRAINER] = 00 or 01
00 = HIRO, don't worry too much about 01 now.
GIVEITEM
1F [Item no] [amount] 45
Gives you 99 rare candies
45 Just adds the "HIRO Put the Item in the Pocket" dialog after the item is given.
WARPING
[3C][Map bank][Map no][X][Y]
Pretty Self Explanitory...
POKEPICS
55 [xx]
Displays a pokepic at predifined coordinates.
You can use 56 for "display pokepic with a Yes/no box"
xx = Pokemon no.
POKEMART
6A 47 93 [Dialog no] [Mart no 2byte] 53 49 90
Marts:
That is all the basic examples for now....Until I learn more! xD
Resources:
***********
Movement List
***********
************
Pokemon List
************
************
Item list
************
If you have any Questions, Feel Free to ask.
******************
What You Will Need
******************
1. Hex Editor(Preferably Translhextion)
2. Gold Map 1.6
3. Tauwasser's Scripting Compendium
4. Pokémon Gold or Silver Rom
5. Pointer Calculator
6. Windows Calculator(Start>All Programs>Accesories>Calculator)
***************
First you Pick which person to edit. We will edit the fat guy in New bark town, so go in Goldmap and double-click New bark town, and the "Map Properties" Will come up. Go to the events data offset and it should be: $120366. Now we open our Hex Editor and we go to this address. This takes us to the start of the actual event data for the map. Now we scroll down until we find a blank space after the data that is already in this bank. The blank space starts at 0x1225A0.
Now that we have found our blank space, we have some room to insert our script. For our script I will make the Fat guy display Simple Text. Our SCript should look like:
6A 47 4C xx xx 53 49 90
You can Type "00" for the x's for now. Now, after you have typed the script, you can go to the byte after 90 Which should be 0x1225A8, and Write Text, BUT! before you go crazy writing text, make sure you start it with 00.
Example:
00 87 A4 AB AB AE E7 - This text will say "Hello!" But it is wrong.
00 87 A4 AB AB AE E7 57 00 - This is correct, always end the text with 57 00, so the game knows the text has been ended, if you don't you will Get a message that says "1df-" or "2df-".
Ok, so far we have our script and text, now what? Now you fill in those 00's for the text pointer. To get the pointer use Scizz's A-point to calculate it. All you do is type the offset (0x1225A8) and hit Calculate pointer. (make sure the "Offset in Pointer" is checked). You should get 48A865 as the pointer. take the last four digits (A865) and put it in the script. It should now look like this:
6A 47 4C A8 65 53 49 90 00 87 A4 AB AB AE E7 57 00 (Underline is the text)
Before you save it, Calculate the pointer of where the script starts (0x1225A0) and write it down.
Click save. All right, the script is in the game. Now we need to assign it to someone.
The pointer you wrote down, You will now need it. Open up Calculator in accessories, and click on the "Hex" bullet. Type in the first byte of the 4 digit pointer( 1 byte = 2 digits) type in A0 , then click on the "Dec" Bullet and you get "160". Do the same for the second byte, type in 65 and get 101.
Now Reload your Rom in A-map....Just kidding. Reload it in Goldmap, goto Events Tab, then click on the fat guy. His info should pop up. Where it says Text Block Type in "160" And where it says Text bank, type in "101".
Hit Save and test it. If you did it wrong, then you either don't get any text at all, or get a "1Df-" message.
You have learned how to script in hex, For GOLD version! Spread the news, and get more people into hacking gold.
******************
Examples:
******************
Note: ALL numbers are in Hexadecimal!!!! 10 = 0A
Note2: For Giveitem, and givepokemon, the numbers are in hexadecimal also! Pikachu = 19 not 25
Note3: I am trying to make a tool for these commands, the tool will be able to compile scripts to the ROM too!
Note4: For giveitem and givepokemon refer to the Item and Pokemon list
---------------------------------------------------------
Tutorial:
REGULAR TALK
6A 47 4C xx xx 53 49 90
Faceplayer, then open text box and writes the text from the pointer. Then close text box.
EMOTICON
6A 73 zz 74 00 zz xx 90
00 = Emoticon no. zz = Person no(add 1 to it. person is 2 add 1 and is 3) xx = Time in hex, 10 is 0A.
YES/NO
6A 47 4C xx xx 54 4E 09 xx xx 4C xx xx 53 49 90
Ok, the 54 means to keep a text box open, so that a Yes/no box(4E) comes up. 09 xx xx means that if it is yes, then go to the pointer xx xx, If no then the script continues, in this case, Text comes up and says "Fine Then" You don't need to put another 47 4C because the text box was already open so you just need to load new text from a new pointer. Btw, 08 xx xx = If no then goto (pointer), and 09 xx xx = If yes then goto (pointer). You Do NOT NEED BOTH!
MOVEMENTS
6A 47 4C xx xx 53 49 69 xx xx 90
Ok, New codes here. 69 is the movement of the talked-to person, and 68 is movement for any person but you have to put people no.
the command 69 requires a 2 byte pointer to the movement data and the movements are below. After you've pointed to the movements, end the movements with a 47 command. Ok, so you talk to someone, then they tell you something, and then the move around, yay! You made a movement script!
DEALING WITH FLAGS
31 10 00 09 yy yy 47 4C xx xx 53 49 33 10 00 90
All this is is another way to make things NEVER repeat twice, and it has some advantages too. After a flag is set, you can activate other events by checking if an Event has been activated before. (ie. You can't leave if you don't have a pokemon, you can when you do. This is by Flags. Not really, but it is an example) Flags can also make people disappear and stay like that (ie. Found an Item) The way I'm using it is if the flag hasn't been used then display some text. If it has then goto different text (ie. yy yy)
Explanation:
31 = Check for flag
'requires 2 bytes which are the flag numbers
09 = Ram Check [2]
' 09 means "if yes" and 08 means "If no"
33 = Set a flag
'requires 2 bytes which are the flag numbers
90 = End script
'No parameters required
xx xx = Pointer to another script
10 00 = Flag ID you can use an flag you wish, but the numbers are reverse hex. 0010 = 1000 in-game. 1000 = 0010 in-game, etc.
GIVEPOKEMON
[2D][PKMN][PKMNlvl][PKMNitem][TRAINER]
Gives a Bulbasaur with no item on level 5.
[TRAINER] = 00 or 01
00 = HIRO, don't worry too much about 01 now.
GIVEITEM
1F [Item no] [amount] 45
Gives you 99 rare candies
45 Just adds the "HIRO Put the Item in the Pocket" dialog after the item is given.
WARPING
[3C][Map bank][Map no][X][Y]
Pretty Self Explanitory...
POKEPICS
55 [xx]
Displays a pokepic at predifined coordinates.
You can use 56 for "display pokepic with a Yes/no box"
xx = Pokemon no.
POKEMART
6A 47 93 [Dialog no] [Mart no 2byte] 53 49 90
Code:
[FONT=Lucida Console][FONT=Comic Sans MS]Dialogues:[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]00 = "Welcome! How can I help you?" dialogue[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]01 = bitter herb medicine dialogue[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]02 = rare items dialogue (exchanges mart inventory and every item can only be bought once)[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]03 = sell medicine dialogue[/FONT][/FONT]
Code:
[FONT=Comic Sans MS]00 = Cherrygrove City without PokéBalls
[/FONT] [FONT=Comic Sans MS]01 = Cherrygrove City with PokéBalls
[/FONT] [FONT=Comic Sans MS]02 = Violet City
[/FONT] [FONT=Comic Sans MS]03 = Azalea Town
[/FONT] [FONT=Comic Sans MS]04 =
[/FONT] [FONT=Comic Sans MS]05 = 2nd floor Goldenrod City Mart/ Counter1
[/FONT] [FONT=Comic Sans MS]06 = 2nd floor Goldenrod City Mart/ Counter2
[/FONT] [FONT=Comic Sans MS]07 = 3rd floor Goldenrod City Mart
[/FONT] [FONT=Comic Sans MS]08 = 4th floor Goldenrod City Mart
[/FONT] [FONT=Comic Sans MS]09 = 5th floor Goldenrod City Mart/ Counter1, if all ??? aren't enabled
[/FONT] [FONT=Comic Sans MS]0A = 5th floor Goldenrod City Mart/ Counter1 when ???
[/FONT] [FONT=Comic Sans MS]0B = 5th floor Goldenrod City Mart/ Counter1 when ???
[/FONT] [FONT=Comic Sans MS]0C = 5th floor Goldenrod City Mart/ Counter1 when ???
[/FONT] [FONT=Comic Sans MS]0D =
[/FONT] [FONT=Comic Sans MS]0E =
[/FONT] [FONT=Comic Sans MS]0F =
[/FONT] [FONT=Comic Sans MS]10 = Mahagony town
[/FONT] [FONT=Comic Sans MS]11 = Blackthorne City
[/FONT] [FONT=Comic Sans MS]12 =
[/FONT] [FONT=Comic Sans MS]13 = Pewter City
[/FONT] [FONT=Comic Sans MS]14 = Cerulean City
[/FONT] [FONT=Comic Sans MS]15 = Lavender
[/FONT] [FONT=Comic Sans MS]16 = Vermillion City
[/FONT] [FONT=Comic Sans MS]17 = 2nd floor Prismania City Mart/ Counter1
[/FONT] [FONT=Comic Sans MS]18 = 2nd floor Prismania City Mart/ Counter2
[/FONT] [FONT=Comic Sans MS]19 = 3rd floor Prismania City Mart
[/FONT] [FONT=Comic Sans MS]1A = 4th floor Prismania City Mart
[/FONT] [FONT=Comic Sans MS]1B = 5th floor Prismania City Mart/ Counter1
[/FONT] [FONT=Comic Sans MS]1C = 5th floor Prismania City Mart/ Counter2
[/FONT] [FONT=Comic Sans MS]1D = Fuchsia City
[/FONT] [FONT=Comic Sans MS]1E =
[/FONT] [FONT=Comic Sans MS]1F = Mt. Moon-Shop
[/FONT] [FONT=Comic Sans MS]20 = Indigo Plateau
[/FONT] [FONT=Comic Sans MS]21 =
[/FONT] [FONT=Comic Sans MS]>=22 = [/FONT]
That is all the basic examples for now....Until I learn more! xD
Resources:
***********
Movement List
***********
Code:
[FONT=Lucida Console][FONT=Lucida Console][FONT=Comic Sans MS]NOTE: Always in order: down, up, left, right; always 4 per action[/FONT][/FONT][/FONT]
[FONT=Lucida Console][FONT=Lucida Console][FONT=Comic Sans MS]This rule ends from code 0x45 on. Items with variables in parentheses, (xx), have a variable after them.[/FONT][/FONT]
[/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]00 = Turn head Down[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]01 = Turn head Up[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]02 = Turn head Left[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]03 = Turn head Right[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]04 = ½ step down[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]05 = ½ step up[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]06 = ½ step left[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]07 = ½ step right[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]08 = slow step down[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]09 = slow step up[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]0A = slow step left[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]0B = slow step right[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]0C = 1 step down[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]0D = 1 step up[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]0E = 1 step left[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]0F = 1 step right[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]10 = 1½ step[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]11 = 1½ step up[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]12 = 1½ step left[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]13 = 1½ step right[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]14 = slow slide 1 step down[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]15 = slow slide 1 step up[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]16 = slow slide 1 step left[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]17 = slow slide 1 step right[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]18 = slide 1 step down[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]19 = slide 1 step up[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]1A = slide 1 step left[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]1B = slide 1 step right[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]1C = fast slide 1 step down [/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]1D = fast slide 1 step up[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]1E = fast slide 1 step left[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]1F = fast slide 1 step right[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]20 = Turn 1 step (Face opposite of HIRO) down[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]21 = Turn 1 step (Face opposite of HIRO) up[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]22 = Turn 1 step (Face opposite of HIRO) left[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]23 = Turn 1 step (Face opposite of HIRO) right[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]24 = Turn 1 step (Facing HIRO) down [/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]25 = Turn 1 step (Facing HIRO) up[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]26 = Turn 1 step (Facing HIRO) left[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]27 = Turn 1 step (Facing HIRO) right[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]28 = 1 step in waterfall mode (facing changes between down and right) down ???[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]29 = 1 step in waterfall mode (facing changes between down and right) up ???[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]2A = 1 step in waterfall mode (facing changes between down and right) left ???[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]2B = 1 step in waterfall mode (facing changes between down and right) right ???[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]2C = slow jump over 1 step down[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]2D = slow jump over 1 step up[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]2E = slow jump over 1 step left[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]2F = slow jump over 1 step right[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]30 = jump over 1 step down[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]31 = jump over 1 step up[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]32 = jump over 1 step left[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]33 = jump over 1 step right[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]34 = fast jump over 1 step[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]3A = remove fixed facing[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]3B = fix facing[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]3D = hide person[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]45 = make move before command faster[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]46 = Wait for time (xx as time)[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]47 = End of moving script[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]49 = hide person[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]4C = Teleport from[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]4D = Teleport to[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]4E = Fall from above screen[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]4F = 5 whole turns[/FONT][/FONT]
[FONT=Lucida Console][FONT=Comic Sans MS]55 = Shake screen (xx as displacement)[/FONT][/FONT]
************
Pokemon List
************
Code:
[/FONT][/B][FONT=Comic Sans MS]01 - Bulbasaur 40 - Kadabra 7F - Pinsir BE - Aipom
02 - Ivysaur 41 - Alakazam 80 - Tauros BF - Sunkern
03 - Venusaur 42 - Machop 81 - Magikarp C0 - Sunflora
04 - Charmander 43 - Machoke 82 - Gyarados C1 - Yanma
05 - Charmeleon 44 - Machamp 83 - Lapras C2 - Wooper
06 - Charizard 45 - Bellsprout 84 - Ditto C3 - Quagsire
07 - Squirtle 46 - Weepinbell 85 - Eevee C4 - Espeon
08 - Wartortle 47 - Victreebell 86 - Vaporeon C5 - Umbreon
09 - Blastoise 48 - Ventacool 87 - Jolteon C6 - Murkrow
0A - Caterpie 49 - Tentacruel 88 - Flareon C7 - Slowking
0B - Metapod 4A - Geodude 89 - Porygon C8 - Misdreavus
0C - Butterfree 4B - Graveler 8A - Omanyte C9 - Unown
0D - Weedle 4C - Golem 8B - Omastar CA - Wobbuffet
0E - Kakuna 4D - Ponyta 8C - Kabuto CB - Girafarig
0F - Beedrill 4E - Rapidash 8D - Kabutops CC - Pineco
10 - Pidgey 4F - Slowpoke 8E - Aerodactyl CD - Forretress
11 - Pidgeotto 50 - Slowbro 8F - Snorlax CE - Dunsparce
12 - Pidgeot 51 - Magnemite 90 - Articunno CF - Gligar
13 - Rattata 52 - Magneton 91 - Zapdos D0 - Steelix
14 - Raticate 53 - Farfetch'd 92 - Moltres D1 - Snubbull
15 - Spearow 54 - Doduo 93 - Dratini D2 - Granbull
16 - Fearow 55 - Dodrio 94 - Dragonair D3 - Qwilfish
17 - Ekans 56 - Seel 95 - Dragonite D4 - Scizor
18 - Arbok 57 - Dewgong 96 - Mewtwo D5 - Shuckle
19 - Pikachu 58 - Grimer 97 - Mew D6 - Heracross
1A - Raichu 59 - Muk 98 - Chikorita D7 - Sneasel
1B - Sandshrew 5A - Shellder 99 - Bayleef D8 - Teddiursa
1C - Sandslash 5B - Cloyster 9A - Meganium D9 - Ursaring
1D - Nidoran (f) 5C - Gastly 9B - Cyndaquil DA - Slugma
1E - Nidorina 5D - Haunter 9C - Quilava DB - Magcargo
1F - Nidoqueen 5E - Gengar 9D - Typhlosion DC - Swinub
20 - Nidoran (m) 5F - Onix 9E - Totodile DD - Piloswine
21 - Nidorino 60 - Drowzee 9F - Croconaw DE - Corsola
22 - Nidoking 61 - Hypno A0 - Feraligatr DF - Remoraid
23 - Clefairy 62 - Krabby A1 - Sentret E0 - Octillery
24 - Clefable 63 - Kingler A2 - Furret E1 - Delibird
25 - Vulpix 64 - Voltorb A3 - Hoothoot E2 - Mantine
26 - Ninetails 65 - Electrode A4 - Noctowl E3 - Skarmory
27 - Jigglypuff 66 - Exeggcute A5 - Ledyba E4 - Houndour
28 - Wigglytuff 67 - Exeggcutor A6 - Ledian E5 - Houndoom
29 - Zubat 68 - Cubone A7 - Spinarak E6 - Kingdra
2A - Golbat 69 - Marowak A8 - Ariados E7 - Phanpy
2B - Oddish 6A - Hitmonlee A9 - Crobat E8 - Donphan
2C - Gloom 6B - Hitmonchan AA - Chinchou E9 - Porygon2
2D - Vileplume 6C - Lickitung AB - Lanturn EA - Stantler
2E - Paras 6D - Koffing AC - Pichu EB - Smeargle
2F - Parasect 6E - Weezing AD - Cleffa EC - Tyrogue
30 - Venonat 6F - Rhyhorn AE - Igglybuff ED - Hitmontop
31 - Venomoth 70 - Rhydon AF - Togepi EE - Smoochum
32 - Diglett 71 - Chansey B0 - Togetic EF - Elekid
33 - Dugtrio 72 - Tangela B1 - Natu F0 - Magby
34 - Meowth 73 - Kangaskhan B2 - Xatu F1 - Miltank
35 - Persian 74 - Horsea B3 - Mareep F2 - Blissey
36 - Psyduck 75 - Seadra B4 - Flaaffy F3 - Raikou
37 - Golduck 76 - Goldeen B5 - Ampharos F4 - Entei
38 - Mankey 77 - Seaking B6 - Bellossom F5 - Suicune
39 - Primeape 78 - Staryu B7 - Marill F6 - Larvitar
3A - Growlithe 79 - Starmie B8 - Azumarill F7 - Pupitar
3B - Arcanine 7A - Mr. Mime B9 - Sudowoodo F8 - Tyranitar
3C - Poliwag 7B - Scyther BA - Politoed F9 - Lugia
3D - Poliwhirl 7C - Jynx BB - Hoppip FA - Ho-oh
3E - Poliwrath 7D - Electabuzz BC - Skiploom FB - Celebi
3F - Abra 7E - Magmar BD - Jumpluff[/FONT][B][FONT=Comic Sans MS]
Item list
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Code:
[/FONT][/B][FONT=Comic Sans MS]01 - Master Ball 51 - Poison Barb AF - Squirt Bottle
02 - Ultra Ball 52 - King's Rock B1 - Park Ball
03 - Bright Powder 53 - Bitter Berry B2 - Rainbow Wing
04 - Great Ball 54 - Mint Berry B4 - Brick Piece
05 - Pok¿ Ball 55 - Red Apricorn B5 - Surf Mail
07 - Bicycle 56 - Tiny Mushroom B6 - Lite Blue Mail
08 - Moon Stone 57 - Big Mushroom B7 - Portrait Mail
09 - Antidote 58 - Silver Powder B8 - Lovely Mail
0A - Burn heal 59 - Blue Apricorn B9 - Eon Mail
0B - Ice heal 5B - Amulet Coin BA - Morph Mail
0C - Awakening 5C - Yellow Apricorn BB - Blue Sky Mail
0D - Paralyze heal 5D - Green Apricorn BC - Music Mail
0E - Full Restore 5E - Cleanse Tag BD - Mirage Mail
0F - Max Potion 5F - Mystic Water BF - TM01 Dynamic Punch
10 - Hyper Potion 60 - Twisted Spoon C0 - TM02 Headbutt
11 - Super Potion 61 - White Apricorn C1 - TM03 Curse
12 - Potion 62 - Black Belt C2 - TM04 Rollout
13 - Escape Rope 63 - Black Apricorn C3 - TM04 Rollout (again)
14 - Repel 65 - Pink Apricorn C4 - TM05 Roar
15 - Max Ether 66 - Black Glasses C5 - TM06 Toxic
16 - Fire Stone 67 - Slowpoke Tail C6 - TM07 Zap Cannon
17 - Thunder Stone 68 - Pink Bow C7 - TM08 Rock Smash
18 - Water Stone 69 - Stick C8 - TM09 Psych Up
1A - HP Up 6A - Smoke Ball C9 - TM10 Hidden Power
1B - Protein 6B - Never - Melt Ice CA - TM11 Sunny Day
1C - Iron 6C - Magnet CB - TM12 Sweet Scent
1D - Carbos 6D - Miracle Berry CC - TM13 Snore
1E - Lucky Punch 6E - Pearl CD - TM14 Blizzard
1F - Calcium 6F - Big Pearl CE - TM15 Hyper Beam
20 - Rare Candy 70 - EverStone CF - TM16 Icy Wind
21 - X Accuracy 71 - Spell Tag D0 - TM17 Protect
22 - Leaf Stone 72 - Rage Candy Bar D1 - TM18 Rain Dance
23 - Metal Powder 75 - Miracle seed D2 - TM19 Giga Drain
24 - Nugget 76 - Thick Club D3 - TM20 Endure
25 - Pok¿Doll 77 - Focus Band D4 - TM21 Frustration
26 - Full Heal 79 - Energy Powder D5 - TM22 Solar Beam
27 - Revive 7A - Energy Root D6 - TM23 Iron Tail
28 - Max Revive 7B - Heal Powder D7 - TM24 Dragon Breath
29 - Guard Spec. 7C - Revival Herb D8 - TM25 Thunder
2A - Super Repel 7D - Hard Stone D9 - TM26 Earthquake
2B - Max Repel 7E - Lucky Egg DA - TM27 Return
2C - Dire Hit 7F - Card Key DB - TM28 Dig
2E - Fresh Water 80 - Machine Part DC - TM28 Dig (again)
2F - Soda Pop 82 - Lost Item DD - TM29 Psychic
30 - Lemonade 83 - Star Dust DE - TM30 Shadow Ball
31 - X Attack 84 - Star Piece DF - TM31 Mud - Slap
33 - X Defend 85 - Basement key E0 - TM32 Double Team
34 - X Speed 86 - Pass E1 - TM33 Ice Punch
35 - X Special 8A - Charcoal E2 - TM34 Swagger
36 - Coin Case 8B - Berry Juice E3 - TM35 Sleep Talk
37 - Item Finder 8C - Scope Lens E4 - TM36 Sludge Bomb
39 - Exp. Share 8F - Metal Coat E5 - TM37 Sand Storm
3A - Old Rod 90 - Dragon Fang E6 - TM38 Fire Blast
3B - Good Rod 92 - LeftOvers E7 - TM39 Swift
3C - Silver Leaf 96 - Mystery Berry E8 - TM40 Defense Curl
3D - Super Rod 97 - Dragon scale E9 - TM41 Thunder Punch
3E - PP UP 98 - Berserk Gene EA - TM42 Dream Eater
3F - Ether 9C - Sacred Ash EB - TM43 Detect
40 - Max Ether 9D - Heavy Ball EC - TM44 Rest
41 - Elixer 9E - Flower Mail ED - TM45 Attract
42 - Red Scale 9F - Level Ball EE - TM46 Thief
43 - Secret Potion A0 - Lure Ball EF - TM47 Steel Wing
44 - S.S.Aqua Ticket A1 - Fast Ball F0 - TM48 Fire Punch
45 - Mystery Egg A3 - Light Ball F1 - TM49 Fury Cutter
47 - Silver Wing A4 - Friend Ball F2 - TM50 Nightmare
48 - MooMoo Milk A5 - Moon Ball F3 - HM01 Cut
49 - Quick Claw A6 - Love Ball F4 - HM02 Fly
4A - Poison Cure Berry A7 - Normal Box F5 - HM03 Surf
4B - Gold Leaf A8 - Gorgeous Box F6 - HM04 Strength
4C - Soft Sand A9 - Sun Stone F7 - HM05 Flash
4D - Sharp Beak AA - Polkadot Bow F8 - HM06 Whirlpool
4E - Paralyze Cure Berry AC - Up Grade F9 - HM07 Waterfall
4F - Burnt Berry AD - Berry FF - Nothing
50 - Ice Berry AE - Gold Berry[/FONT][B][FONT=Comic Sans MS]
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